// -*- mode: C; -*- // UBERSHADER - Rembrandt version - fragment shader // Licence: GPL v2 // Authors: Frederic Bouvier and Gijs de Rooy // with major additions and revisions by // Emilian Huminiuc and Vivian Meazza 2011 #version 120 varying vec4 diffuseColor; varying vec3 VBinormal; varying vec3 VNormal; varying vec3 VTangent; varying vec3 rawpos; varying vec3 eyeVec; uniform samplerCube Environment; uniform sampler2D BaseTex; uniform sampler2D NormalTex; uniform sampler2D LightMapTex; uniform sampler2D ReflMapTex; uniform sampler2D ReflGradientsTex; uniform sampler3D ReflNoiseTex; uniform int dirt_enabled; uniform int dirt_multi; uniform int lightmap_enabled; uniform int lightmap_multi; uniform int nmap_dds; uniform int nmap_enabled; uniform int refl_enabled; uniform int refl_dynamic; uniform int refl_map; uniform float lightmap_r_factor; uniform float lightmap_g_factor; uniform float lightmap_b_factor; uniform float lightmap_a_factor; uniform float nmap_tile; uniform float refl_correction; uniform float refl_fresnel; uniform float refl_rainbow; uniform float refl_noise; uniform float amb_correction; uniform float dirt_r_factor; uniform float dirt_g_factor; uniform float dirt_b_factor; uniform vec3 lightmap_r_color; uniform vec3 lightmap_g_color; uniform vec3 lightmap_b_color; uniform vec3 lightmap_a_color; uniform vec3 dirt_r_color; uniform vec3 dirt_g_color; uniform vec3 dirt_b_color; void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth); uniform mat4 osg_ViewMatrixInverse; uniform float latDeg; uniform float lonDeg; //////rotation matrices///////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// mat3 rotX(in float angle) { mat3 rotmat = mat3( 1.0, 0.0, 0.0, 0.0, cos(angle), -sin(angle), 0.0, sin(angle), cos(angle) ); return rotmat; } mat3 rotY(in float angle) { mat3 rotmat = mat3( cos(angle), 0.0, sin(angle), 0.0, 1.0, 0.0, -sin(angle), 0.0, cos(angle) ); return rotmat; } mat3 rotZ(in float angle) { mat3 rotmat = mat3( cos(angle), -sin(angle), 0.0, sin(angle), cos(angle), 0.0, 0.0, 0.0, 1.0 ); return rotmat; } //////////////////////////////////////////////////////////////////////////////// void main (void) { vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st); vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st * nmap_tile); vec4 reflmap = texture2D(ReflMapTex, gl_TexCoord[0].st); vec4 noisevec = texture3D(ReflNoiseTex, rawpos.xyz); vec4 lightmapTexel = texture2D(LightMapTex, gl_TexCoord[0].st); vec3 mixedcolor; vec3 ambient = vec3(0.85,0.85,0.9);//placeholder for sun ambient //vec3 ambient = fg_SunAmbientColor.rgb; vec3 N; vec3 dotN; float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb, vec3( 0.3, 0.59, 0.11 ) ); float pf; ///BEGIN bump if (nmap_enabled > 0){ N = nmap.rgb * 2.0 - 1.0; N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal); if (nmap_dds > 0) N = -N; } else { N = normalize(VNormal); } ///END bump //////////////////////////////////////////////////////////////////// vec3 viewN = normalize((gl_ModelViewMatrixTranspose * vec4(N,0.0)).xyz); vec3 viewVec = normalize(eyeVec); float v = abs(dot(viewVec, viewN));// Map a rainbowish color vec4 fresnel = texture2D(ReflGradientsTex, vec2(v, 0.75)); vec4 rainbow = texture2D(ReflGradientsTex, vec2(v, 0.25)); mat4 reflMatrix = gl_ModelViewMatrixInverse; vec3 wRefVec = reflect(viewVec,N); ////dynamic reflection ///////////////////////////// if (refl_dynamic > 0 && refl_enabled > 0){ reflMatrix = osg_ViewMatrixInverse; vec3 wVertVec = (reflMatrix * vec4(eyeVec,0.0)).xyz; vec3 wNormal = (reflMatrix * vec4(N,0.0)).xyz; float latRad = radians(90. - latDeg); float lonRad = radians(lonDeg); mat3 rotCorrY = rotY(latRad); mat3 rotCorrZ = rotZ(lonRad); mat3 reflCorr = rotCorrY * rotCorrZ; wRefVec = reflect(wVertVec,wNormal); wRefVec = normalize(reflCorr * wRefVec); } else { ///static reflection wRefVec = normalize(reflMatrix * vec4(wRefVec,0.0)).xyz; } vec3 reflection = textureCube(Environment, wRefVec).xyz; vec4 color = gl_Color + gl_FrontLightModelProduct.sceneColor; float specular = dot((gl_FrontMaterial.specular * nmap.a).rgb, vec3( 0.3, 0.59, 0.11 )); //////////////////////////////////////////////////////////////////////////////// //BEGIN reflect //////////////////////////////////////////////////////////////////////////////// if (refl_enabled > 0){ float reflFactor; float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset if(refl_map > 0){ // map the shininess of the object with user input reflFactor = reflmap.a + transparency_offset; } else if (nmap_enabled > 0) { // set the reflectivity proportional to shininess with user input reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset; } else { reflFactor = gl_FrontMaterial.shininess * 0.0078125 + transparency_offset; } reflFactor = clamp(reflFactor, 0.0, 1.0); // add fringing fresnel and rainbow effects and modulate by reflection vec3 reflcolor = mix(reflection, rainbow.rgb, refl_rainbow * v); vec3 reflfrescolor = mix(reflcolor, fresnel.rgb, refl_fresnel * v); vec3 noisecolor = mix(reflfrescolor, noisevec.rgb, refl_noise); vec3 raincolor = noisecolor.rgb * reflFactor; mixedcolor = mix(texel.rgb, raincolor, reflFactor); } else { mixedcolor = texel.rgb; } //////////////////////////////////////////////////////////////////////////// //END reflect //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// //begin DIRT //////////////////////////////////////////////////////////////////////////// if (dirt_enabled >= 1){ vec3 dirtFactorIn = vec3 (dirt_r_factor, dirt_g_factor, dirt_b_factor); vec3 dirtFactor = reflmap.rgb * dirtFactorIn.rgb; mixedcolor.rgb = mix(mixedcolor.rgb, dirt_r_color, smoothstep(0.0, 1.0, dirtFactor.r)); if (dirt_multi > 0) { mixedcolor.rgb = mix(mixedcolor.rgb, dirt_g_color, smoothstep(0.0, 1.0, dirtFactor.g)); mixedcolor.rgb = mix(mixedcolor.rgb, dirt_b_color, smoothstep(0.0, 1.0, dirtFactor.b)); } } //////////////////////////////////////////////////////////////////////////// //END Dirt //////////////////////////////////////////////////////////////////////////// // set ambient adjustment to remove bluiness with user input float ambient_offset = clamp(amb_correction, -1.0, 1.0); vec3 ambient_Correction = vec3(ambient.rg, ambient.b * 0.6) * ambient_offset; ambient_Correction = clamp(ambient_Correction, -1.0, 1.0); //specifically disallow alpha color.a = 1.0; //texel.a * alpha; color.rgb *= mixedcolor.rgb; color.rgb += ambient_Correction.rgb; vec4 fragColor = color; //////////////////////////////////////////////////////////////////////////////// // BEGIN lightmap //////////////////////////////////////////////////////////////////////////////// if ( lightmap_enabled >= 1 ) { vec3 lightmapcolor; vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor, lightmap_b_factor, lightmap_a_factor); lightmapFactor = lightmapFactor * lightmapTexel; if (lightmap_multi > 0 ){ lightmapcolor = lightmap_r_color * lightmapFactor.r + lightmap_g_color * lightmapFactor.g + lightmap_b_color * lightmapFactor.b + lightmap_a_color * lightmapFactor.a ; emission = max(max(lightmapFactor.r * lightmapTexel.r, lightmapFactor.g * lightmapTexel.g), max( lightmapFactor.b * lightmapTexel.b, lightmapFactor.a * lightmapTexel.a)); } else { lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmapFactor.r; emission = lightmapTexel.r * lightmapFactor.r; } //fragColor.rgb = max(fragColor.rgb, lightmapcolor * gl_FrontMaterial.diffuse.rgb * mixedcolor); emission = length(lightmapcolor); fragColor.rgb = max(fragColor.rgb * (1.0 - emission), lightmapcolor * gl_FrontMaterial.diffuse.rgb * mixedcolor); } //////////////////////////////////////////////////////////////////////////////// // END lightmap //////////////////////////////////////////////////////////////////////////////// encode_gbuffer(N, fragColor.rgb, 255, specular, gl_FrontMaterial.shininess, emission, gl_FragCoord.z); }